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Thread: Porsche 911R 2016 by JDougNY and GvsE [car mod]

  1. #1
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    Porsche 911R 2016 by JDougNY and GvsE [car mod]

    Porsche 911R 2016

    Created by JDougNY and GvsE (aka Mike Scott)
    This is our interpretation of the new 911R.
    The vehicle is based on the heavily modified model of Ruf RGT8 and modified parts of 991gt3rs (permission to use rfactor gt3rs mod assets granted by PTSoftCorpRFTeam at http://f1classic.your-talk.com forum).
    (Modded) ruf rgt8, and sounds by SMS.

    Custom physics and model modifications by JDougNY and GvsE.

    Update 1.06
    change log:
    - changed displayed name to 911 R
    - fixed bumper flicker (front and rear): new bumper mebs
    - realigned edges of front bumper
    - changed redline of gauge textures
    - alpha channel adjustment to wheel blur texture
    - Corrected GUI vehicle image texture for proper display in menus
    - ADDED: animated wing! yay!

    Update 1.04
    1 Rescaled carbon cockpit elements
    2 Added carbon gear stick
    3 Added new tv display logo
    4 Added new mirrors
    5 Added 911R boot vent cover
    6 Added wiper mask to exterior front glass
    7 Increased size of front brake discs. Offset front brake discs and calipers more outward.
    8 Increased size of rear brake discs
    9 Eliminated gap/crack where rear right wheel well and rear bumper meet.
    10 Revised torque curve of engine. Lowered rev limiter to 8800rpm
    11 Adjustments in CSD file due to rev limiter change
    12 Edited Cockpit diffuse/glow textures to reflect 8800rpm redline
    13 Edited statistics file due to top speed reduction
    14 Edited tach texture for HUD

    UPDATE 1.02
    - Added a 32bit version of the car.
    - (64bit version) Added headlights.dds and headlights.prl file
    - (Both versions) Changed steeringwheel LodA meb
    Update provided by JDougNY!

    Download:

    RaceDepartment: here

    NoGrip: here

    Installation instructions:
    1. After extracting the archive move the MODS folder to your Project Cars directory
    1.1 There are 2 versions of the vehicle: 32bit and 64bit. If you launch the game from pCARS.exe then use the 32bit ver, and if pCARS64.exe then use the 64 bit variant.
    2. Use JSGME to activate the mod (either 32bit or 64bit)
    3. Navigate to SteamApps\common\pCars directory and check if you already have mods.txt file.

    If you do then:
    a. Open it in text editor and add the following lines at the end of the file:
    Vehicles\Por_911R\por_911r.crd
    :tyres: "Pirelli PZero Corsa-Med" "Pirelli PZero Corsa-Med-Rear" "Pirelli PZero-All Weather" "Pirelli PZero-All Weather-Rear" "Pirelli PZero Trofeo-Soft" "Pirelli PZero Trofeo-Soft-Rear"
    :hud: Por_911R

    If you do not, then copy the mods.txt file provided in the archive and paste it in this directory.

    If you want to uninstall the mod:
    1. open JSGME
    2. select porsche 911r in the right side pane
    3. press arrow pointing to the left (in the central panel)
    Done

    Click image for larger version. 

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    Attached Thumbnails Attached Thumbnails pCARS64 2016-05-14 14-27-28-92.jpg  

    Last edited by Mike Scott; 16-05-2016 at 15:16. Reason: update to ver.1.06

  2. #2
    Kart Driver XenoMan's Avatar
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    Found that the exterior model uses the standard ruf's wheel model :)
    Click image for larger version. 

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  3. #3
    Kart Driver XenoMan's Avatar
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    Despite all disadvantages it's a good mod I like physics and ffb of the car. But I found that characteristics is a little bit incorrect... max speed of the real car is actually 320-323 kmh and weight is 1370 kg, but I could be wrong

    Click image for larger version. 

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    Last edited by Mahjik; 19-04-2016 at 00:25.
    The following 2 users likes this Post: Benjamin Benichou, Davidiano


  4. #4
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    Disadvantages...too funny. GVSE put a lot of effort into the exterior modeling, plus myself getting in there making wheel models and physics to help out. Some people here seem to act like ungrateful ass hats.

    In the game the top speed of the car is slightly better. A game can't simulate all conditions that occur in the real world. Drivetrain losses have been configured into the physics and divided between clutchfriction and frictiontorque. Drag coefficient is set and verified via livetrace. I recorded in statistics the top speed that was reached on Mojave test track and not what was advertised for the car. I could have simply set the statistics to whatever top speed is advertised, but I prefer to go with what occurs in the game. Since the car squeezes out a few more MPH of top speed, it's safe to say that Porsche has over-estimated their HP at the flywheel...again...a common practice for Porsche, Ferrari and Lambo. I could easily cut more power than would be proper via friction..then people would complain about acceleration.

    The 1370kg weight is a bit under-quoted and is common practice for Porsche, Lambo, Ferrari, etc. Proper research is required...you can't always believe what the manufacturer publishes. The weight I use in the physics is more accurate and includes the driver weight.
    Last edited by Mahjik; 19-04-2016 at 00:25.
    System Specs - delidded Intel I7-8086k @ 5.0ghz (all cores) Gigabyte Z370 Aorus Gaming 7, 16GB ddr4 @ 4000mhz, RTX 2070 GPU, Corsair 850watt psu, Windows 10 x64

  5. #5
    Kart Driver XenoMan's Avatar
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    Quote Originally Posted by JDougNy View Post
    Disadvantages...too funny. GVSE put a lot of effort into the exterior modeling, plus myself getting in there making wheel models and physics to help out. Some people here seem to act like ungrateful ass hats.
    Sorry, but I'm not telling that the model itself is bad, it's pretty good, but there's some places that catch the eye... And thank you for the answer to the characteristics issue You guys have made a great job althrough
    The following user likes this Post: Davidiano


  6. #6
    Umer Ahmad
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    Chill out guys. No need to insult anyone's work, directly or indirectly. Some people are spending many personal hours on these mods. There's no competition, it's for the benefit of all players

  7. #7
    Kart Driver Davidiano's Avatar
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    BIG thank You,great work guys. Keep it up
    The following 2 users likes this Post: Benjamin Benichou, XenoMan


  8. #8
    WMD Member crowtrobot's Avatar
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    Looks great guys, nice to see a proper Porsche here
    i7 5820k @ 3.8 | EVGA GTX780Ti | MSI X99 SLI Plus | 16GB DDR4@2400 | EVGA 750 W | W10 x64 | Thrustmaster T300 | HTC Vive
    The following 5 users likes this Post: Benjamin Benichou, KkDrummer, SwiftyOne, walken, XenoMan


  9. #9
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    Thanks for the car guys and many thanks for the hard work you all put in.
    The following user likes this Post: XenoMan


  10. #10
    WMD Member BuToNz's Avatar
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    Don't worry about the 'negative' comments guys, I'm sure it's just passion for perfection.

    Great mod and keep up the great work!
    Case: In-Win 904 Plus Black | CPU/Cooler: Intel i7 6700k @ 4.8GHz on Corsair H100i CLC | Motherboard: Asus MAXIMUS VIII HERO | RAM: 16GB Corsair VENGEANCE LED Red DDR4 3200MHz | GPU: MSI GTX1070 Ti 8GB GAMING OC @ 2.1GHz | SSD: 1TB Hyper-X Savage SSD | PSU: EVGA Supernova G2 650W | OS: Windows 10 Professional 64bit | Peripherals: Corsair M65 RGB/Corsair K70(Cherry Brown)/Thrustmaster T500RS with 599XX EVO wheel, Fanatec Clubsport V3 Pedals and brake damper, TH8RS Shifter x2 + GT Omega Wheel Stand/Xbox One Elite Controller + Wireless Adapter/Beyerdynamic DT990 Pro Black Edition | Display/Audio: Acer Predator X34A/Sony KDL50W829B 50" LCD/Denon AVR-1912/Q Acoustics 2050/2010/2000c/2070s
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